k
This commit is contained in:
@@ -233,10 +233,13 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
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#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
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/// Pass through victim
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#define REDIRECT_MODE_PASSTHROUGH "passthrough"
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#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
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/// Reflect using normal angular/mirrorlike reflection
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#define REDIRECT_MODE_REFLECT "reflect"
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#define REDIRECT_METHOD_REFLECT "reflect"
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/// Deflect at randomish angle
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#define REDIRECT_MODE_DEFLECT "deflect"
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#define REDIRECT_METHOD_DEFLECT "deflect"
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/// do not taser the bad man with the desword
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#define REDIRECT_MODE_RETURN_TO_SENDER "no_you"
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#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
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/// Default if the above isn't set in the list.
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#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_REFLECT
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@@ -237,7 +237,7 @@
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else
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return ..()
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/obj/item/twohanded/bostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(wielded)
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return ..()
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return FALSE
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/obj/item/twohanded/bostaff/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!wielded)
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return BLOCK_NONE
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return ..()
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@@ -113,10 +113,10 @@
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else
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RemoveElement(/datum/element/sword_point)
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/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/melee/transforming/energy/sword/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return NONE
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return ..()
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/obj/item/melee/transforming/energy/sword/cyborg
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item_color = "red"
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@@ -904,7 +904,8 @@
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if(attack_type == ATTACK_TYPE_PROJECTILE)
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owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
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playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
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return BLOCK_SUCCESS | BLOCK_SHOULD_DEFLECT | BLOCK_PHYSICAL_EXTERNAL
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
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return BLOCK_SUCCESS | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT | BLOCK_PHYSICAL_EXTERNAL
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else
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owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
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return BLOCK_SUCCESS | BLOCK_PARRY
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@@ -1177,7 +1178,7 @@
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if(iscyborg(target))
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..()
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return
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if(target.run_block(src, 0, "[user]'s [name]", BLOCK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS) //No message; check_shields() handles that
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if(target.run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(user.a_intent != INTENT_HARM)
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@@ -155,8 +155,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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return
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to_chat(user, "<span class='danger'>[src] thrums and points to the [dir2text(get_dir(user, closest_victim))].</span>")
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/obj/item/claymore/highlander/IsReflect()
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return 1 //YOU THINK YOUR PUNY LASERS CAN STOP ME?
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/obj/item/claymore/highlander/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if((attack_type == ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
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return BLOCK_SUCCESS | BLOCK_SHOULD_REDIRECT | BLOCK_PHYSICAL_EXTERNAL | BLOCK_REDIRECT
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return ..()
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/obj/item/claymore/highlander/proc/add_notch(mob/living/user) //DYNAMIC CLAYMORE PROGRESSION SYSTEM - THIS IS THE FUTURE
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notches++
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@@ -441,23 +441,20 @@
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var/remaining_uses //Set by the changeling ability.
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/obj/item/shield/changeling/Initialize()
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/obj/item/shield/changeling/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
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if(ismob(loc))
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loc.visible_message("<span class='warning'>The end of [loc.name]\'s hand inflates rapidly, forming a huge shield-like mass!</span>", "<span class='warning'>We inflate our hand into a strong shield.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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/obj/item/shield/changeling/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(remaining_uses < 1)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
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qdel(src)
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return 0
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else
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remaining_uses--
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return ..()
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/obj/item/shield/changeling/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack)
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if(--remaining_uses < 1)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
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qdel(src)
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/***************************************\
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|*********SPACE SUIT + HELMET***********|
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@@ -62,6 +62,14 @@
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item_state = "reactiveoff"
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reactivearmor_cooldown = world.time + 200
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return BLOCK_NONE
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return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/clothing/suit/armor/reactive/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return BLOCK_NONE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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@@ -71,18 +79,15 @@
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var/rad_amount_before = 120
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reactivearmor_cooldown_duration = 100
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/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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. = FALSE
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if(!active)
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return
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
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return
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owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
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playsound(get_turf(owner),'sound/magic/blink.ogg', 100, 1)
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var/list/turfs = new/list()
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playsound(get_turf(owner), 'sound/magic/blink.ogg', 100, 1)
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var/list/turfs = new
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var/turf/old = get_turf(src)
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for(var/turf/T in orange(tele_range, H))
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if(T.density)
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@@ -101,7 +106,9 @@
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radiation_pulse(old, rad_amount_before)
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radiation_pulse(src, rad_amount)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return TRUE
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_PASSTHROUGH
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return BLOCK_SUCCESS | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT | BLOCK_TARGET_DODGED
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return BLOCK_NONE
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//Fire
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@@ -109,9 +116,7 @@
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name = "reactive incendiary armor"
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desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
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/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
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@@ -124,8 +129,8 @@
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C.IgniteMob()
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owner.fire_stacks = -20
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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//Stealth
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@@ -134,9 +139,7 @@
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reactivearmor_cooldown_duration = 65
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desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
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/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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@@ -150,7 +153,8 @@
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spawn(40)
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owner.alpha = initial(owner.alpha)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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//Tesla
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@@ -175,9 +179,7 @@
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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user.flags_1 |= TESLA_IGNORE_1
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/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return FALSE
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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@@ -196,7 +198,8 @@
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M.adjustFireLoss(legacy_dmg)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return TRUE
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return NONE
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//Repulse
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@@ -205,9 +208,7 @@
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reactivearmor_cooldown_duration = 20
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desc = "An experimental suit of armor that violently throws back attackers."
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/obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
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@@ -234,7 +235,8 @@
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AM.throw_at(throwtarget,10,1)
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safety--
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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/obj/item/clothing/suit/armor/reactive/table
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name = "reactive table armor"
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@@ -242,9 +244,7 @@
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desc = "If you can't beat the memes, embrace them."
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var/tele_range = 10
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/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -270,8 +270,8 @@
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H.forceMove(picked)
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new /obj/structure/table(get_turf(owner))
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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/obj/item/clothing/suit/armor/reactive/table/emp_act()
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return
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@@ -79,9 +79,10 @@
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name = "ancient jumpsuit"
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desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
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/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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owner.forcesay(GLOB.hit_appends)
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return 0
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack)
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owner.forcesay(GLOB.hit_appends)
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/obj/item/clothing/under/color/blue
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name = "blue jumpsuit"
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||||
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||||
@@ -0,0 +1,4 @@
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/mob/living/carbon/get_blocking_items()
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. = ..()
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if(wear_suit)
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. += wear_suit
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@@ -0,0 +1,6 @@
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/mob/living/carbon/human/get_blocking_items()
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. = ..()
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if(w_uniform)
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. += w_uniform
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||||
if(wear_neck)
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. += wear_neck
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@@ -1786,7 +1786,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return TRUE
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if(M.mind)
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attacker_style = M.mind.martial_art
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if((M != H) && M.a_intent != INTENT_HELP && (H.run_block(M, 0, "[M]", UNARMED_ATTACK, 0, M, M.zone_selected) & BLOCK_SUCCESS))
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if((M != H) && M.a_intent != INTENT_HELP && (H.run_block(M, 0, "[M]", ATTACK_TYPE_UNARMED, 0, M, M.zone_selected) & BLOCK_SUCCESS))
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log_combat(M, H, "attempted to touch")
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H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
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return TRUE
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||||
@@ -46,29 +46,28 @@
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*/
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/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
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// Component signal block runs have highest priority.. for now.
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. = SEND_SIGNAL(src, COMSIG_MOB_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
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. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
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if(. & BLOCK_INTERRUPT_CHAIN)
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return
|
||||
for(var/obj/item/I in held_items)
|
||||
if(istype(I, /obj/item/clothing)) //yeah usually this shouldn't.. uh, work. This is a bad check and should be removed though.
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continue
|
||||
|
||||
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||||
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||||
/mob/living/proc/_check_shields()
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||||
var/list/obj/item/tocheck = get_blocking_items()
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||||
// i don't like this
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||||
var/block_chance_modifier = round(damage / -3)
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||||
for(var/obj/item/I in held_items)
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||||
if(!istype(I, /obj/item/clothing))
|
||||
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
|
||||
if(I.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
|
||||
return TRUE
|
||||
return FALSE
|
||||
for(var/obj/item/I in tocheck)
|
||||
// i don't like this too
|
||||
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
|
||||
var/results = I.run_block(src, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
|
||||
. |= results
|
||||
if(results & BLOCK_INTERRUPT_CHAIN)
|
||||
break
|
||||
|
||||
/mob/living/proc/_check_reflect(def_zone) //Reflection checks for anything in your hands, based on the reflection chance of the object(s)
|
||||
/// Gets an unsortedlist of objects to run block checks on.
|
||||
/mob/living/proc/get_blocking_items()
|
||||
. = list()
|
||||
for(var/obj/item/I in held_items)
|
||||
if(I.IsReflect(def_zone))
|
||||
return TRUE
|
||||
return FALSE
|
||||
// this is a bad check but i am not removing it until a better catchall is made
|
||||
if(istype(I, /obj/item/clothing))
|
||||
continue
|
||||
. |= I
|
||||
|
||||
/obj/item
|
||||
/// The 0% to 100% chance for the default implementation of random block rolls.
|
||||
@@ -87,6 +86,7 @@
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/check_reflect(def_zone)
|
||||
if(wear_suit?.IsReflect(def_zone))
|
||||
return TRUE
|
||||
|
||||
@@ -302,7 +302,7 @@
|
||||
var/damage = rand(5, 35)
|
||||
if(M.is_adult)
|
||||
damage = rand(20, 40)
|
||||
if(run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
|
||||
if(run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
|
||||
return FALSE
|
||||
|
||||
if (stat != DEAD)
|
||||
|
||||
Reference in New Issue
Block a user